WEBVTT - Tech Glossary: From A to DLC

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<v Speaker 1>Welcome to Tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio,

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<v Speaker 1>and I love all things tech. And you know, one

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<v Speaker 1>thing I haven't really covered in this show is just

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<v Speaker 1>a rundown on common acronyms and initialisms in the world

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<v Speaker 1>of tech and what those things actually mean. Sometimes you

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<v Speaker 1>run into these things and they can throw you for

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<v Speaker 1>a loop. So today and in the next few episodes,

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<v Speaker 1>we're doing a sort of glossary of tech related terms

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<v Speaker 1>you might encounter and what those actually mean. Not really terms,

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<v Speaker 1>but again those initialisms and acronyms. I will spend a

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<v Speaker 1>little bit of time on each of these because there's

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<v Speaker 1>a lot to get through, so expect to hear a

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<v Speaker 1>bit of context, not just a deaf ffinition. Do you

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<v Speaker 1>want a definition? You could pull up lists of acronyms

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<v Speaker 1>and initialisms and just see that. Now, before I jump

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<v Speaker 1>into this, I do want to mention that this is

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<v Speaker 1>by no means an exhaustive list of acronyms in tech.

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<v Speaker 1>If I did that, it would pretty much completely take

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<v Speaker 1>over this podcast for the next like four weeks. Instead,

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<v Speaker 1>I've selected a bunch of acronyms and initialisms that I

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<v Speaker 1>think are important to know, but I'm leaving out a

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<v Speaker 1>ton of them, and I wouldn't blame anyone for saying

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<v Speaker 1>I was being a bit arbitrary with my approach to selection.

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<v Speaker 1>It turns out the tech world absolutely loves acronyms and initialisms,

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<v Speaker 1>and some of them take longer to say than the

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<v Speaker 1>full names, because I mean, why not. Also, just for

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<v Speaker 1>the purposes of organization, I'm going to go alphabetically through

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<v Speaker 1>the list here because I needed to organize this in

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<v Speaker 1>some way and that seemed to make the most sense

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<v Speaker 1>to me. In addition, with some of these, I have

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<v Speaker 1>actually grouped related terms together. For example, if I just

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<v Speaker 1>go strictly alphabetically, I would hit d RAM before RAM,

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<v Speaker 1>which means things we get a little weird. So instead,

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<v Speaker 1>d RAM is going to be part of a larger

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<v Speaker 1>treatment on RAM in general. So if you feel like

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<v Speaker 1>I've skipped over something, and I definitely have skipped over

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<v Speaker 1>some things, just wait for all of these episodes to

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<v Speaker 1>come out, just in case that thing shows up in

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<v Speaker 1>a group entry, and maybe by that time you will

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<v Speaker 1>have forgotten all about it, and I won't have to

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<v Speaker 1>get angry messages. So let's get to it. And our

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<v Speaker 1>first one isn't actually starting with a letter at all.

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<v Speaker 1>It starts with the numeral two, so it's two f A.

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<v Speaker 1>This one means to factor authentication, which I'm guessing most

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<v Speaker 1>of you out there have encountered at some point. This

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<v Speaker 1>is a means of authenticating a user, you know, saying yes,

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<v Speaker 1>this user is who they claim to be, and they

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<v Speaker 1>do it through well two factors. Those factors should belong

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<v Speaker 1>to two different categories of things. There are three categories total.

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<v Speaker 1>There's knowledge, so that would be stuff like a password.

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<v Speaker 1>It's something that the user knows. There's stuff what is

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<v Speaker 1>you by that I mean like biometrics like a retinal

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<v Speaker 1>scan or a fingerprint scan or you know, a vocal

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<v Speaker 1>scan that kind of thing. And then there's stuff what

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<v Speaker 1>you own, like your cell phone or a physical token

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<v Speaker 1>or something like that. So with two factor authentication, you

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<v Speaker 1>have to provide two out of the three categories in

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<v Speaker 1>order to get access to whatever system it is you're

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<v Speaker 1>trying to access. This could be a building, it could

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<v Speaker 1>be a computer, it could be a specific piece of software.

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<v Speaker 1>A pretty common version of this is a password and

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<v Speaker 1>a one time use access code that the system then

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<v Speaker 1>sends to your registered smartphone. So the idea here, of course,

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<v Speaker 1>is that if someone were to get hold of your password,

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<v Speaker 1>like let's say you wrote it on a post it

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<v Speaker 1>note or something I've seen it happen, well, that person

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<v Speaker 1>would still need to have your phone in order to

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<v Speaker 1>access that account once they were prompted by the system. So,

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<v Speaker 1>when implemented properly, two factor authentication is a big boost insecurity.

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<v Speaker 1>On a related note, you also have m f A,

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<v Speaker 1>which stands for multi factor authentication that includes to F

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<v Speaker 1>A but could extend beyond to F A for certain systems.

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<v Speaker 1>And also, I know it can feel like a huge

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<v Speaker 1>hassle to log into systems that require multi factor authentication,

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<v Speaker 1>but it really is a more secure method than using

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<v Speaker 1>passwords alone, for example, particularly in a world where data

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<v Speaker 1>breaches and poor security habits can lead to someone gaining

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<v Speaker 1>unauthorized access to a computer or network. Next, we have

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<v Speaker 1>and C A n s I stands for American National

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<v Speaker 1>Standards Institute. So if you're like me, you probably haven't

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<v Speaker 1>traditionally spent a whole lot of time thinking about standards

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<v Speaker 1>and where those standards come from. Now, standards are incredibly useful.

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<v Speaker 1>They're what makes it possible for you to use stuff

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<v Speaker 1>from totally different sources like manufacturers, for example, or or

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<v Speaker 1>just companies in general, and have those things still work together.

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<v Speaker 1>Imagine a world without standards. It kind of like me

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<v Speaker 1>in college. It would just be a total mess. You

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<v Speaker 1>would be locked into ecosystems even more than you already are.

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<v Speaker 1>Like if every PC manufacturer went totally proprietary with their hardware,

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<v Speaker 1>their firmware, and their software, you would be lawed into

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<v Speaker 1>that system. You would never be able to use anything

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<v Speaker 1>from anywhere else on a hardware related level, like not

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<v Speaker 1>even computer hardware, just literal like hardware store hardware. Imagine

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<v Speaker 1>that you had proprietary screws from one company and proprietary

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<v Speaker 1>screw drivers from a different company, and they're not at

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<v Speaker 1>all compatible, and that you would have to have everything

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<v Speaker 1>from the same manufacturer for it to work together. It

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<v Speaker 1>would be a nightmare and it would make things really

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<v Speaker 1>difficult whenever you need to make repairs or add on

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<v Speaker 1>to anything. So standards can apply to stuff like equipment

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<v Speaker 1>or even processes and personnel. So standards can be far

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<v Speaker 1>beyond just the physical stuff that we encounter or the

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<v Speaker 1>types of of software that we use, and and see

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<v Speaker 1>the organization that verify standards that dates back to nineteen

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<v Speaker 1>It doesn't actually establish standards itself. It's not like this

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<v Speaker 1>organization gets together and says we have the stone tablet

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<v Speaker 1>that says all uh Phillips head screwdrivers have to be

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<v Speaker 1>this particular shape. It's not like that. Instead, it's an

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<v Speaker 1>accreditation organization that evaluates and approves standards that have been

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<v Speaker 1>developed by other entities. That process involves a lot of collaboration.

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<v Speaker 1>So and C brings together all the various parties that

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<v Speaker 1>are affected by the adoption of those standards so that

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<v Speaker 1>they can hash it out. Ultimately, this leads to a

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<v Speaker 1>more orderly marketplace. All that being said, there's still lots

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<v Speaker 1>of companies that develop proprietary technologies and processes, but the

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<v Speaker 1>vast majority of the stuff we depend upon has an

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<v Speaker 1>underlying uniformity thanks to standards. Next, a p I and

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<v Speaker 1>s d K. This is one of those where I've

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<v Speaker 1>combined two different things. So a p I stands for

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<v Speaker 1>Application programming interface, s d A stands for software development kit.

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<v Speaker 1>These two terms are frequently used together, but they are

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<v Speaker 1>not interchangeable, and a p I is kind of like

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<v Speaker 1>a software liaison, so it's a set of rules and

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<v Speaker 1>tools that allow different pieces of software to communicate with

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<v Speaker 1>each other. It helps developers create application software that can

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<v Speaker 1>interoperate with some other piece of software or platform. So,

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<v Speaker 1>for example, Facebook has an ap I that lets developers

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<v Speaker 1>create apps that can tap into basic Facebook functionality. N

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<v Speaker 1>s d K, on the other hand, is a more

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<v Speaker 1>robust set of tools for the purposes of developing software,

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<v Speaker 1>and s d K often has an API as part

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<v Speaker 1>of the kit. So you can think of an API

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<v Speaker 1>as a subset of the kind of tools that you

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<v Speaker 1>find in an s d K. So an operating system

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<v Speaker 1>might have an s d K, and that would allow

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<v Speaker 1>developers to create software that could then run on top

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<v Speaker 1>of that operating system, which, by the way, we often

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<v Speaker 1>abbreviate to O S, so that's another bonus. OS stands

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<v Speaker 1>for operating system. Next a R. A R stands for

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<v Speaker 1>augmented reality. This applies to technologies that use some form

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<v Speaker 1>of computer generated information to enhance our real world experience

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<v Speaker 1>in some way. Frequently, we think of this as a

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<v Speaker 1>visual overlay of the world around us. So, for example,

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<v Speaker 1>Google Glass which had a transparent prism that was sort

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<v Speaker 1>of look in a way that was not directly in

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<v Speaker 1>your view if you were looking straight ahead, but rather

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<v Speaker 1>up just a little bit, so you'd glance up a

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<v Speaker 1>bit and you could look at this prism that was

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<v Speaker 1>actually a screen that could display digital information. So I

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<v Speaker 1>could give you, for example, step by step directions as

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<v Speaker 1>you navigated around an environment. You would just glance up

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<v Speaker 1>and see that, you know, in one feet you would

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<v Speaker 1>need to make a left turn. Other versions of a

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<v Speaker 1>R use a camera to pick up on an image

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<v Speaker 1>and then display where you would be able to see

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<v Speaker 1>some sort of effect related to that image. So one

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<v Speaker 1>example of this is like an app where you would

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<v Speaker 1>hold it up your phone, you know, hold up your phone,

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<v Speaker 1>so the camera is looking at say a movie poster,

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<v Speaker 1>and then on your screen that movie poster suddenly becomes

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<v Speaker 1>animated and it's it's, you know, a pretty interesting effect.

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<v Speaker 1>But you could have a R implementations that don't use

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<v Speaker 1>visual elements at all. Just has to be a computer

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<v Speaker 1>generated sensory experience that enhances or augments what's going on

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<v Speaker 1>in the world around you. A R is a type

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<v Speaker 1>of mixed reality which you can think of as existing

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<v Speaker 1>on a spectrum. So on one end of the spectrum

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<v Speaker 1>you have an experience that is heavily dependent upon real reality,

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<v Speaker 1>and the computational elements are extremely light touch. And then

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<v Speaker 1>on the other side of the spectrum you have experiences

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<v Speaker 1>that are heavily dependent on a computer generated reality. In fact,

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<v Speaker 1>you could have somewhere the computer generated reality is replacing

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<v Speaker 1>almost everything of your real experience. Arguably, augmented reality started

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<v Speaker 1>off as an entertainment experience pioneered by a guy named

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<v Speaker 1>Morton Heilig back in the late nineteen fifties. He invented

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<v Speaker 1>a machine called the sensor Rama. The idea being that

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<v Speaker 1>you would sit down in one of these machines. It's

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<v Speaker 1>kind of like a almost like a console type thing.

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<v Speaker 1>You would sit at and you would watch some form

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<v Speaker 1>of movie or short film, and that would be augmented

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<v Speaker 1>with other sensations, like the device would emit certain smells,

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<v Speaker 1>like let's say that you're looking at video or a

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<v Speaker 1>film rather of orange groves, and suddenly you can smell oranges,

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<v Speaker 1>and you could even get haptic sensation, so so tactile feedback.

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<v Speaker 1>There would be little vibrating motors and stuff, and that

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<v Speaker 1>was a kind of the birth of augmented reality. As

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<v Speaker 1>for the term itself, Thomas P. Coddle gets the credit

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<v Speaker 1>for coining that term in nine back when he was

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<v Speaker 1>working at Boeing. Next up, we've got our PA slash DARPA.

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<v Speaker 1>So our PA A r p A stands for Advanced

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<v Speaker 1>Research Projects Agency and DARPA, which is the same organization.

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<v Speaker 1>It's just a new name that stands for Defense Advanced

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<v Speaker 1>Research Projects Agency. That's the current name for the organization.

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<v Speaker 1>This is the R and D ARM of the United

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<v Speaker 1>States Department of Defense. Now this agency isn't actually a

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<v Speaker 1>think tank filled with like labs and scientists playing with

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<v Speaker 1>beakers and robots and aliens and stuff. Instead, it's an

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<v Speaker 1>organization that's focused primarily on providing funding to other research

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<v Speaker 1>organizations that are actually developing technologies that could potentially be

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<v Speaker 1>useful in the cause of national defense. DARPA has played

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<v Speaker 1>a huge role in the evolution of technologies like computer networks,

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<v Speaker 1>autonomous cars, drone technology, and much more. ARPA net a

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<v Speaker 1>predecessor of the Internet, came out of an ARPA initiative.

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<v Speaker 1>As the name implies, many of the autonomous car projects

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<v Speaker 1>in various companies can actually trace their history back to

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<v Speaker 1>participants who are competing in one of the DARPA Grand

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<v Speaker 1>Challenges of Driver Ellis vehicles. These challenges lay out really

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<v Speaker 1>ambitious goals and then various teams strive to achieve those

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<v Speaker 1>while competing against other teams, and they're all going for

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<v Speaker 1>a cash prize and really bragging rights for winning the

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<v Speaker 1>whole thing. Now, it's important to remember that the chief

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<v Speaker 1>role of DARPA is ultimately to fund projects that could

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<v Speaker 1>potentially be used in a defense or millet very context,

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<v Speaker 1>and the organization has been connected to some rather unsavory

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<v Speaker 1>projects in the past, such as the use of herbicides

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<v Speaker 1>in warfare, most notably agent orange, which is a highly

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<v Speaker 1>toxic and carcinogenic compound that was used by the United

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<v Speaker 1>States during the Vietnam War. Then we have as key

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<v Speaker 1>or a s c I. I stands for American Standard

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<v Speaker 1>Code for Information into Exchange. It's a standard for how

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<v Speaker 1>an eight bit system represents numbers, letters, and certain symbols.

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<v Speaker 1>So a bit is a binary digit and it can

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<v Speaker 1>have a value of zero or one. So each bit

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<v Speaker 1>has two potential values. Right, a bit can be either

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<v Speaker 1>a zero or a one. If you have two bits.

0:14:49.640 --> 0:14:54.720
<v Speaker 1>Then you've got four potential values, which would be zero, zero, zero, one,

0:14:55.120 --> 0:14:58.480
<v Speaker 1>one zero, or one one. When you get up to

0:14:58.600 --> 0:15:03.400
<v Speaker 1>eight bits, you have two hundred fifty six potential values.

0:15:03.840 --> 0:15:08.400
<v Speaker 1>The American Standards Association's X three division created as key

0:15:08.440 --> 0:15:14.160
<v Speaker 1>as a standard for representing various characters using binary with

0:15:14.520 --> 0:15:17.360
<v Speaker 1>these eight bits or a bite if you prefer, a

0:15:17.440 --> 0:15:20.640
<v Speaker 1>bite is eight bits. The standard could then be used

0:15:20.680 --> 0:15:24.760
<v Speaker 1>in bit based computer systems, which allowed for electronic communication

0:15:24.920 --> 0:15:28.480
<v Speaker 1>of these characters. So we have to remember that computers

0:15:28.800 --> 0:15:32.479
<v Speaker 1>don't process language the same way we do. They typically

0:15:32.840 --> 0:15:37.440
<v Speaker 1>process language and form of machine code. Machine code, more

0:15:37.480 --> 0:15:41.360
<v Speaker 1>often than not, means binary. That's something that we humans

0:15:41.680 --> 0:15:45.880
<v Speaker 1>can't really handle very well. Machines can handle it very

0:15:45.960 --> 0:15:50.280
<v Speaker 1>very quickly. So the as key was a way of

0:15:50.840 --> 0:15:56.120
<v Speaker 1>translating binary into characters and vice versa. Very important when

0:15:56.160 --> 0:16:03.800
<v Speaker 1>you're using computers to communicate between two different people. Basic, alright, Basic,

0:16:04.480 --> 0:16:07.240
<v Speaker 1>believe it or not, is an acronym. It's not just

0:16:07.360 --> 0:16:13.480
<v Speaker 1>a word. Basic stands for beginners all purpose symbolic instruction code.

0:16:14.040 --> 0:16:17.080
<v Speaker 1>It's a type of high level programming language, and the

0:16:17.120 --> 0:16:20.400
<v Speaker 1>developers of Basic intended it to be a relatively easy

0:16:20.440 --> 0:16:24.560
<v Speaker 1>to use programming language that computer science students could pick

0:16:24.640 --> 0:16:27.880
<v Speaker 1>up pretty quickly. So what does high level mean in

0:16:27.880 --> 0:16:31.480
<v Speaker 1>this case, Well, machines, like I said, process information in

0:16:31.560 --> 0:16:34.680
<v Speaker 1>machine code, and the most famous of this is binary.

0:16:35.000 --> 0:16:39.040
<v Speaker 1>Machines can process binary code very very quickly, but it's

0:16:39.120 --> 0:16:42.880
<v Speaker 1>incredibly hard for humans to do the same. It's easy

0:16:42.920 --> 0:16:46.120
<v Speaker 1>for me to say the letter H, for example, but

0:16:46.200 --> 0:16:48.480
<v Speaker 1>if I have to look up the as key code

0:16:48.640 --> 0:16:52.400
<v Speaker 1>for the letter H, that would be zero one one

0:16:52.520 --> 0:16:56.480
<v Speaker 1>zero one zero zero zero. That's if I wanted to

0:16:56.480 --> 0:16:58.360
<v Speaker 1>do a lower case H, and upper case H is

0:16:58.360 --> 0:17:03.400
<v Speaker 1>a totally different code, so that would very quickly become

0:17:03.560 --> 0:17:07.439
<v Speaker 1>impossible for me to use this this binary language to

0:17:07.640 --> 0:17:10.159
<v Speaker 1>make any kind of meaningful set of instructions, like a

0:17:10.200 --> 0:17:13.639
<v Speaker 1>program to run on a computer. So to make it

0:17:13.680 --> 0:17:17.200
<v Speaker 1>easier for humans to program and work with computers, various

0:17:17.359 --> 0:17:21.760
<v Speaker 1>very smart people have created programming languages. Now, some programming

0:17:21.840 --> 0:17:25.439
<v Speaker 1>languages we refer to as being low level languages. That

0:17:25.480 --> 0:17:28.960
<v Speaker 1>means they are fairly close to machine code and thus

0:17:29.000 --> 0:17:32.080
<v Speaker 1>they're pretty hard for humans to work with. But other

0:17:32.200 --> 0:17:36.240
<v Speaker 1>languages are more of an abstraction and they are high level,

0:17:36.720 --> 0:17:40.600
<v Speaker 1>so they are easy or at least easier for humans

0:17:40.600 --> 0:17:43.679
<v Speaker 1>to work with as they type out instructions to create

0:17:43.800 --> 0:17:50.159
<v Speaker 1>a program, so a compiler then takes that language and

0:17:50.280 --> 0:17:53.720
<v Speaker 1>translates it into machine code for the computer to process.

0:17:54.440 --> 0:17:57.760
<v Speaker 1>Basic is one of the older modern computer languages and

0:17:57.840 --> 0:18:00.640
<v Speaker 1>one that goofs is like yours. Truly it around with

0:18:00.960 --> 0:18:03.920
<v Speaker 1>when personal computers first became a thing. You can still

0:18:03.920 --> 0:18:08.080
<v Speaker 1>program in Basic, though there are far more sophisticated programming

0:18:08.119 --> 0:18:12.719
<v Speaker 1>languages out there. Of course. Next is BIOS, which stands

0:18:12.760 --> 0:18:16.520
<v Speaker 1>for Basic Input output System. So if you look at

0:18:16.520 --> 0:18:19.760
<v Speaker 1>a computer and you get a bit abstract, you realize

0:18:19.800 --> 0:18:24.120
<v Speaker 1>there's some proverbial layers going on with your basic computer

0:18:24.320 --> 0:18:28.600
<v Speaker 1>or computational device. You've got your actual circuitry, right, You've

0:18:28.600 --> 0:18:33.800
<v Speaker 1>got the actual hardware through which information ultimately must be processed.

0:18:34.680 --> 0:18:37.880
<v Speaker 1>These are the physical pathways that electricity can flow through.

0:18:38.000 --> 0:18:42.119
<v Speaker 1>These are the transistors and the wires and processors and

0:18:42.160 --> 0:18:45.000
<v Speaker 1>all that kind of stuff. But you've also got software.

0:18:45.280 --> 0:18:48.680
<v Speaker 1>These are the programs that you run to create various outputs.

0:18:48.880 --> 0:18:51.960
<v Speaker 1>Maybe it's a video game, maybe it's a word processor,

0:18:52.040 --> 0:18:54.880
<v Speaker 1>maybe it's a web browser. These are chunks of code

0:18:55.160 --> 0:18:58.600
<v Speaker 1>that respond to your input and create an output based

0:18:58.720 --> 0:19:01.280
<v Speaker 1>on that. But there's got to be a layer that

0:19:01.320 --> 0:19:05.280
<v Speaker 1>allows for software to interact with hardware, and that's kind

0:19:05.280 --> 0:19:08.600
<v Speaker 1>of what BIOS is doing. It's a type of firmware,

0:19:08.920 --> 0:19:11.520
<v Speaker 1>which is a low level software that interacts with a

0:19:11.600 --> 0:19:16.439
<v Speaker 1>hardware level. BIOS initiates the boot up process, among other things,

0:19:16.880 --> 0:19:20.159
<v Speaker 1>and the BIOS sets the boot priority, which is essentially

0:19:20.200 --> 0:19:23.440
<v Speaker 1>a list that dictates the order in which processes may

0:19:23.520 --> 0:19:29.000
<v Speaker 1>initiate upon a machine booting up. All right, so far

0:19:29.119 --> 0:19:32.080
<v Speaker 1>we have covered only the a's and the bees plus

0:19:32.080 --> 0:19:34.280
<v Speaker 1>a number with two F A. When we come back,

0:19:34.520 --> 0:19:39.639
<v Speaker 1>we'll see what's next. It's um, it's c because that

0:19:39.720 --> 0:19:42.680
<v Speaker 1>was a pun. I'm so sorry. We'll be right back.

0:19:50.119 --> 0:19:53.119
<v Speaker 1>We're gonna start off the seas with CAT C A D.

0:19:53.760 --> 0:19:56.679
<v Speaker 1>It's not just a scoundrel. It actually stands for a

0:19:56.720 --> 0:20:00.720
<v Speaker 1>computer aided design and as the name IMPLOY lies, this

0:20:00.840 --> 0:20:05.160
<v Speaker 1>refers to the practice of using computers or computerized workstations

0:20:05.400 --> 0:20:09.640
<v Speaker 1>to assist in the design of something. It could be

0:20:09.720 --> 0:20:14.440
<v Speaker 1>in the design of electronics or architecture, or mechanical systems

0:20:14.520 --> 0:20:18.639
<v Speaker 1>or animation. I first learned about CAD approaches from my

0:20:18.720 --> 0:20:22.040
<v Speaker 1>friend Michael in high school. He took a course in drafting,

0:20:22.119 --> 0:20:26.920
<v Speaker 1>and that's where he first worked with CAD applications. Me. No,

0:20:27.000 --> 0:20:30.560
<v Speaker 1>I never got into that because ain't no computer that's

0:20:30.600 --> 0:20:34.040
<v Speaker 1>been made that can aid me in the design enough

0:20:34.119 --> 0:20:39.440
<v Speaker 1>to make something I make look good or be functional. Today,

0:20:39.640 --> 0:20:44.000
<v Speaker 1>CAD is used in tons of industries, from aerospace to

0:20:44.160 --> 0:20:48.399
<v Speaker 1>prosthetics to computer animation. Designers may work in a two

0:20:48.480 --> 0:20:52.440
<v Speaker 1>D format that's two dimensional, or they might use three

0:20:52.520 --> 0:20:56.159
<v Speaker 1>D models. It all depends on the specific implementation. You

0:20:56.200 --> 0:20:59.480
<v Speaker 1>know what they're using it for, and the program next

0:20:59.560 --> 0:21:02.880
<v Speaker 1>is CAT or C A T. In this case, I'm

0:21:02.920 --> 0:21:06.439
<v Speaker 1>talking about CAT as in category, which we use to

0:21:06.480 --> 0:21:11.240
<v Speaker 1>describe certain types of network cables, like ethernet cables. These

0:21:11.280 --> 0:21:14.840
<v Speaker 1>are a subset of twisted pair cables. So let's just

0:21:15.040 --> 0:21:19.760
<v Speaker 1>walk through that really quickly. If you're familiar with electromagnetism,

0:21:19.840 --> 0:21:23.800
<v Speaker 1>you know that a current running through a conductor generates

0:21:23.840 --> 0:21:27.400
<v Speaker 1>a magnetic field, and you know that a fluctuating magnetic

0:21:27.440 --> 0:21:32.080
<v Speaker 1>field will induce a current to flow through a nearby conductor.

0:21:33.000 --> 0:21:34.959
<v Speaker 1>We can do a lot of cool stuff with that

0:21:35.119 --> 0:21:38.000
<v Speaker 1>because of that basic law of physics, but it also

0:21:38.080 --> 0:21:41.600
<v Speaker 1>means we have to take interference into account when we

0:21:41.640 --> 0:21:45.800
<v Speaker 1>build out electronics. If you had two unshielded conductors that

0:21:45.840 --> 0:21:49.320
<v Speaker 1>were near each other, the current flowing through conductor number

0:21:49.320 --> 0:21:53.560
<v Speaker 1>one would interfere with conductor number two. So one thing

0:21:53.600 --> 0:21:57.040
<v Speaker 1>you can do to limit this is you can insulate

0:21:57.119 --> 0:22:00.320
<v Speaker 1>the conductors. You can use a non conductive material to

0:22:00.440 --> 0:22:03.480
<v Speaker 1>coat those. But another thing you can do is you

0:22:03.480 --> 0:22:07.080
<v Speaker 1>can twist a pair of conductors together that actually reduces

0:22:07.119 --> 0:22:11.119
<v Speaker 1>the interference between the two. Alexander Graham Bell discovered this

0:22:11.400 --> 0:22:14.639
<v Speaker 1>and used it when building out devices like the early telephone,

0:22:15.040 --> 0:22:20.440
<v Speaker 1>and in fact telephone wires use this particular approach. Let's

0:22:20.440 --> 0:22:24.280
<v Speaker 1>skip ahead to the nine nineties. After the development of

0:22:24.600 --> 0:22:28.920
<v Speaker 1>Level one cables, which are used for telephone wires, and

0:22:29.080 --> 0:22:32.800
<v Speaker 1>Level two, which was used in early computer terminal systems,

0:22:32.840 --> 0:22:38.280
<v Speaker 1>particularly at places like IBM, twisted pair cables came in

0:22:38.320 --> 0:22:41.920
<v Speaker 1>a type called Category three or just Cat three cables,

0:22:42.119 --> 0:22:44.840
<v Speaker 1>and then went from there. Cat three cables allowed for

0:22:44.880 --> 0:22:48.399
<v Speaker 1>a bandwidth of sixteen mega hurts of frequencies for the

0:22:48.440 --> 0:22:52.359
<v Speaker 1>purposes of data transmission. These days, most Ethernet cables are

0:22:52.400 --> 0:22:56.680
<v Speaker 1>actually Cat five E cables, which can transmit data at

0:22:56.760 --> 0:23:00.920
<v Speaker 1>up to gigabit speeds. There are other Cat gory cables

0:23:00.960 --> 0:23:03.200
<v Speaker 1>out there, some of which have yet to be ratified

0:23:03.240 --> 0:23:06.680
<v Speaker 1>by standards organizations. That also means that because they haven't

0:23:06.680 --> 0:23:12.200
<v Speaker 1>been ratified, there aren't that many equipment manufacturers that have created,

0:23:12.680 --> 0:23:17.280
<v Speaker 1>you know, actual devices that accept those kinds of cables,

0:23:17.320 --> 0:23:19.879
<v Speaker 1>because it could be a very expensive mistake to build

0:23:19.920 --> 0:23:23.680
<v Speaker 1>out stuff that is accepting a non standardized input. If

0:23:24.160 --> 0:23:30.280
<v Speaker 1>standards organizations never ratify specific implementations and declare them as standard,

0:23:31.080 --> 0:23:34.160
<v Speaker 1>you could end up having devices that have useless ports,

0:23:34.280 --> 0:23:39.800
<v Speaker 1>and that's just an expense that you didn't need to have. Next,

0:23:39.840 --> 0:23:43.240
<v Speaker 1>we have C MOSS or c m O S. This

0:23:43.320 --> 0:23:47.760
<v Speaker 1>stands for complementary metal oxide semiconductor, which is a type

0:23:47.760 --> 0:23:51.840
<v Speaker 1>of semiconductor that says nice things about your outfit. Wait no,

0:23:51.920 --> 0:23:56.120
<v Speaker 1>I'm sorry, wait being told that's the wrong kind of complementary.

0:23:56.280 --> 0:23:59.320
<v Speaker 1>With regard to computer chips, C MOSS refers to a

0:23:59.400 --> 0:24:03.040
<v Speaker 1>chip that's ors information about the hardware settings of the device.

0:24:03.680 --> 0:24:08.720
<v Speaker 1>So BIOS references s MOSS when going through the booting process.

0:24:08.720 --> 0:24:12.159
<v Speaker 1>So SA MOSS and BIOS work together to bring a

0:24:12.200 --> 0:24:16.959
<v Speaker 1>computational device online and in proper working order upon booting up.

0:24:17.480 --> 0:24:21.280
<v Speaker 1>The memory on S MOSS is dynamic and technically it's

0:24:21.280 --> 0:24:24.840
<v Speaker 1>temporary or volatile in other words, And if S Moss

0:24:24.840 --> 0:24:27.600
<v Speaker 1>were to ever go unmpowered, like if the chip were

0:24:27.640 --> 0:24:30.720
<v Speaker 1>to be able to cut off from power, the memory

0:24:30.760 --> 0:24:33.879
<v Speaker 1>on that chip would just wipe out. It would be blank.

0:24:33.920 --> 0:24:36.879
<v Speaker 1>It would be a race essentially. But Bios needs the

0:24:36.960 --> 0:24:41.359
<v Speaker 1>instructions from s Moss to boot properly, right, Bios depends

0:24:41.440 --> 0:24:45.280
<v Speaker 1>on s Moss to essentially instruct the Bios what order

0:24:45.359 --> 0:24:48.480
<v Speaker 1>to do stuff in so, the S Moss chip relies

0:24:48.600 --> 0:24:51.880
<v Speaker 1>on a small battery to stay powered up even when

0:24:51.920 --> 0:24:54.240
<v Speaker 1>the computer itself has turned off or if you lost

0:24:54.240 --> 0:24:58.000
<v Speaker 1>power or whatever. These batteries can last a really long time.

0:24:58.359 --> 0:25:02.320
<v Speaker 1>Ten years, isn't on you usual, Uh, it's typically at

0:25:02.400 --> 0:25:05.320
<v Speaker 1>least as long as the life cycle for the motherboard

0:25:05.480 --> 0:25:08.280
<v Speaker 1>of your computer. Most of the time you would actually

0:25:08.320 --> 0:25:11.160
<v Speaker 1>be ready to replace the whole device before you would

0:25:11.160 --> 0:25:13.840
<v Speaker 1>ever need to replace the C Moss battery, although there

0:25:13.840 --> 0:25:16.480
<v Speaker 1>are cases where people have had to do that. Now,

0:25:16.480 --> 0:25:18.840
<v Speaker 1>when you boot up a computer, you actually do have

0:25:18.880 --> 0:25:21.520
<v Speaker 1>a tool that allows you the option to either boot

0:25:21.600 --> 0:25:25.960
<v Speaker 1>into BIOS or S Moss. Booting into sea Moss gives

0:25:25.960 --> 0:25:29.199
<v Speaker 1>you the chance to change sea Moss settings which in

0:25:29.240 --> 0:25:33.320
<v Speaker 1>turn will affect how BIOS handles the booting process in

0:25:33.359 --> 0:25:36.920
<v Speaker 1>the future. Sea Moss, by the way, is a PC term,

0:25:37.000 --> 0:25:41.919
<v Speaker 1>as in personal computer, not politically correct. In Apple Mac computers,

0:25:41.960 --> 0:25:45.600
<v Speaker 1>the equivalent is PRAM or p RAM that stands for

0:25:45.720 --> 0:25:49.159
<v Speaker 1>parameter ram. But we're gonna talk about RAM in a

0:25:49.280 --> 0:25:52.440
<v Speaker 1>later episode, all right. I should also add that there

0:25:52.600 --> 0:25:55.639
<v Speaker 1>is another s MOSS in tech, and that's the type

0:25:55.680 --> 0:25:59.960
<v Speaker 1>of active pixels sensor found in some digital cameras. See

0:26:00.119 --> 0:26:04.120
<v Speaker 1>MOSS is just one type of these kinds of sensors,

0:26:04.160 --> 0:26:06.520
<v Speaker 1>and to go into how those sensors work would require

0:26:06.560 --> 0:26:09.800
<v Speaker 1>a pretty thorough explanation, and it's full episode on its own,

0:26:09.800 --> 0:26:11.560
<v Speaker 1>so I'm going to leave that for the time being.

0:26:11.840 --> 0:26:14.920
<v Speaker 1>Just understand that there's that version to It still stands

0:26:14.920 --> 0:26:16.840
<v Speaker 1>for the same thing, by the way, It's still complementary

0:26:16.880 --> 0:26:21.280
<v Speaker 1>metal oxide semiconductor, but it has a different purpose. Moving

0:26:21.320 --> 0:26:26.200
<v Speaker 1>on CMS now with regard to tech, CMS means content

0:26:26.480 --> 0:26:30.960
<v Speaker 1>management system. Typically, this is a framework within which users

0:26:31.000 --> 0:26:35.480
<v Speaker 1>can post, edit, and delete content, such as web content.

0:26:36.320 --> 0:26:39.000
<v Speaker 1>A CMS typically has a structure that allows for a

0:26:39.080 --> 0:26:42.760
<v Speaker 1>uniform approach to adding content to a pre existing system,

0:26:42.800 --> 0:26:45.679
<v Speaker 1>like say a website that way, even someone who is

0:26:45.720 --> 0:26:48.639
<v Speaker 1>new to that environment can still post stuff that's in

0:26:48.680 --> 0:26:51.800
<v Speaker 1>line with the standards and protocols of the site. So

0:26:51.920 --> 0:26:55.119
<v Speaker 1>let's take an actual example and use my old employer,

0:26:55.280 --> 0:26:59.320
<v Speaker 1>how stuff works dot com. That site has a CMS

0:26:59.359 --> 0:27:03.040
<v Speaker 1>that allows people to create content in article format, including

0:27:03.080 --> 0:27:06.440
<v Speaker 1>the basics and how images show up on screen, where

0:27:06.480 --> 0:27:09.840
<v Speaker 1>captions should appear, and in what font and all that

0:27:09.920 --> 0:27:12.080
<v Speaker 1>kind of stuff. It's sort of like a way to

0:27:12.160 --> 0:27:16.640
<v Speaker 1>create and manage templates and then post content within that template.

0:27:17.200 --> 0:27:19.439
<v Speaker 1>And back when I worked at how stuff Works, I

0:27:19.480 --> 0:27:22.320
<v Speaker 1>didn't have to use the CMS very much myself. I

0:27:22.320 --> 0:27:25.120
<v Speaker 1>would write my articles and then a publisher would take

0:27:25.119 --> 0:27:28.760
<v Speaker 1>the finished and edited product and then put it into

0:27:28.920 --> 0:27:32.880
<v Speaker 1>CMS for publication. Our CMS also allowed publishers to set

0:27:32.880 --> 0:27:36.240
<v Speaker 1>a time for that publication, so that a finished piece

0:27:36.240 --> 0:27:39.000
<v Speaker 1>of copy could go live on the site at a

0:27:39.080 --> 0:27:44.040
<v Speaker 1>specific designated time. So there was a content delivery application

0:27:44.320 --> 0:27:47.439
<v Speaker 1>or c d A that would take the formatted content

0:27:47.560 --> 0:27:51.280
<v Speaker 1>and push it to go live. A good CMS will

0:27:51.320 --> 0:27:54.040
<v Speaker 1>have lots of features that make life easier for publishers,

0:27:54.119 --> 0:27:56.920
<v Speaker 1>like audit logs to keep track of changes that are

0:27:56.920 --> 0:28:00.479
<v Speaker 1>made to content, or a small server footprint so that

0:28:00.520 --> 0:28:03.400
<v Speaker 1>the CMS isn't taking too much space on a network.

0:28:03.760 --> 0:28:07.080
<v Speaker 1>Really good ones will have a very intuitive UI that

0:28:07.119 --> 0:28:10.480
<v Speaker 1>stands for user interface. So a user interface is exactly

0:28:10.480 --> 0:28:12.040
<v Speaker 1>what it sounds like. It's the way in which a

0:28:12.160 --> 0:28:15.760
<v Speaker 1>user interacts with a technology. So that's another little bonus

0:28:15.840 --> 0:28:20.600
<v Speaker 1>initialism for you. Right there. Next is KAPPA c O

0:28:20.800 --> 0:28:23.680
<v Speaker 1>p p A. I covered this in a recent episode

0:28:23.720 --> 0:28:26.240
<v Speaker 1>of Tech Stuff, so I'm not gonna spend too much

0:28:26.280 --> 0:28:29.360
<v Speaker 1>time on it, but it stands for Children's Online Privacy

0:28:29.400 --> 0:28:32.960
<v Speaker 1>Protection Act. The US Congress passed this Act into law

0:28:33.000 --> 0:28:38.240
<v Speaker 1>in n KAPPA requires online sites and services that target

0:28:38.400 --> 0:28:41.280
<v Speaker 1>users who are under the age of thirteen to comply

0:28:41.440 --> 0:28:45.520
<v Speaker 1>with certain rules or else face civil lawsuits from entities

0:28:45.560 --> 0:28:49.360
<v Speaker 1>like the Federal Trade Commission or FTC. Those rules state

0:28:49.440 --> 0:28:52.040
<v Speaker 1>that a site or service has to get the express

0:28:52.120 --> 0:28:55.840
<v Speaker 1>permission from a parent or guardian of a child before

0:28:55.920 --> 0:29:00.640
<v Speaker 1>they can collect that child's information. Further, the eighter service

0:29:00.680 --> 0:29:03.600
<v Speaker 1>cannot collect any and all information about the kid. It

0:29:03.680 --> 0:29:07.200
<v Speaker 1>can't just like build out a comprehensive database of all

0:29:07.320 --> 0:29:10.640
<v Speaker 1>data points about that child. They are only supposed to

0:29:10.680 --> 0:29:14.160
<v Speaker 1>collect the information needed to provide whatever service it is

0:29:14.600 --> 0:29:18.240
<v Speaker 1>that the entity is providing So, for example, if it's

0:29:18.280 --> 0:29:22.200
<v Speaker 1>a web based game, it can't be asking for all

0:29:22.240 --> 0:29:25.920
<v Speaker 1>the information about the kids address and parents names and

0:29:25.920 --> 0:29:28.080
<v Speaker 1>all that kind of stuff because it's not necessary in

0:29:28.160 --> 0:29:30.800
<v Speaker 1>order to just play the game. Also, these entities are

0:29:30.800 --> 0:29:33.800
<v Speaker 1>supposed to delete that information once the info is no

0:29:33.840 --> 0:29:38.160
<v Speaker 1>longer needed to provide that service. This is tied pretty

0:29:38.200 --> 0:29:41.320
<v Speaker 1>closely to the rules that the advertising industry set for

0:29:41.360 --> 0:29:46.440
<v Speaker 1>itself when it comes to marketing towards children. In Kappa

0:29:46.520 --> 0:29:50.600
<v Speaker 1>made the news uh within YouTube circles because the platform

0:29:50.640 --> 0:29:54.600
<v Speaker 1>initiated some pretty big changes that had widespread effects on

0:29:54.920 --> 0:29:59.320
<v Speaker 1>content creators. The short version is that YouTube requires creators

0:29:59.320 --> 0:30:03.200
<v Speaker 1>to design whether their channels or on a more granular level,

0:30:03.720 --> 0:30:08.720
<v Speaker 1>their individual videos are targeting kids specifically, and if so,

0:30:09.040 --> 0:30:11.720
<v Speaker 1>then many of the typical features that we've come to

0:30:11.800 --> 0:30:16.200
<v Speaker 1>expect on YouTube, you know, stuff like comments, uh, notifications,

0:30:16.280 --> 0:30:19.320
<v Speaker 1>merchandise links, that kind of stuff, all of that gets

0:30:19.400 --> 0:30:24.480
<v Speaker 1>turned off because of those strict rules about how sites

0:30:24.520 --> 0:30:28.760
<v Speaker 1>and services can collect information about kids or how they

0:30:28.760 --> 0:30:33.080
<v Speaker 1>can advertise to kids. So, in addition, that means personalized

0:30:33.120 --> 0:30:37.320
<v Speaker 1>ads are turned off automatically for any of those videos or,

0:30:37.440 --> 0:30:40.040
<v Speaker 1>in the case of channels, that are directed towards kids

0:30:40.080 --> 0:30:43.720
<v Speaker 1>for the entire channel that affects monetization. It means that

0:30:43.760 --> 0:30:47.440
<v Speaker 1>you get a lower level for revenue than you would

0:30:47.440 --> 0:30:51.120
<v Speaker 1>with personalized ads, and that means that creators will make

0:30:51.240 --> 0:30:54.240
<v Speaker 1>less money through those means. And for a lot of creators,

0:30:54.600 --> 0:30:58.000
<v Speaker 1>these changes raised questions about whether or not their channel,

0:30:58.640 --> 0:31:01.920
<v Speaker 1>which might be family friend e, might be tagged as

0:31:01.960 --> 0:31:05.000
<v Speaker 1>being explicitly targeting kids. They could say, well, no, I

0:31:05.040 --> 0:31:09.160
<v Speaker 1>don't target kids. I mean, I don't make content that's

0:31:09.200 --> 0:31:13.280
<v Speaker 1>inappropriate for children, but I'm not specifically targeting children as

0:31:13.320 --> 0:31:16.000
<v Speaker 1>my audience. And so there are a lot of questions

0:31:16.000 --> 0:31:20.440
<v Speaker 1>about how do these different creators, you know, how do

0:31:20.520 --> 0:31:24.320
<v Speaker 1>they fit within this rule set. So far, it doesn't

0:31:24.320 --> 0:31:27.080
<v Speaker 1>seem as though these changes have turned YouTube upside down

0:31:27.160 --> 0:31:31.080
<v Speaker 1>or anything, but it is an ongoing dialogue between creators

0:31:31.160 --> 0:31:37.960
<v Speaker 1>and the platform itself. Next, we have c P, A CPC, CPL,

0:31:38.280 --> 0:31:42.160
<v Speaker 1>and CPM. So speaking of monetization, that's what all these

0:31:42.200 --> 0:31:46.080
<v Speaker 1>initialisms kind of relate to. The CP in each of

0:31:46.120 --> 0:31:50.960
<v Speaker 1>these stands for cost per So you've got cost per

0:31:51.080 --> 0:31:54.680
<v Speaker 1>action for c P, a cost per click for CPC,

0:31:55.240 --> 0:31:59.160
<v Speaker 1>cost per lead for CPL, and cost per mill a

0:31:59.440 --> 0:32:03.360
<v Speaker 1>for cp UM. So all of this ties to advertising

0:32:03.400 --> 0:32:06.360
<v Speaker 1>and how ad deals are struck between content providers or

0:32:06.440 --> 0:32:11.719
<v Speaker 1>content platforms and the advertisers. So cost per action covers

0:32:11.760 --> 0:32:15.960
<v Speaker 1>an amount paid per specific action that's taken by users.

0:32:16.480 --> 0:32:19.480
<v Speaker 1>That action could be clicking on an AD, or it

0:32:19.520 --> 0:32:22.080
<v Speaker 1>could be submitting an online form, or it might go

0:32:22.200 --> 0:32:26.080
<v Speaker 1>so far as actually making a purchase. So the agreement

0:32:26.120 --> 0:32:30.040
<v Speaker 1>here states that the advertiser will pay the content platform

0:32:30.280 --> 0:32:34.280
<v Speaker 1>a specific fee every time some user takes this very

0:32:34.320 --> 0:32:39.040
<v Speaker 1>particular action related to whatever the ad is. Cost per

0:32:39.120 --> 0:32:42.600
<v Speaker 1>click is really a subset of cost per action. It

0:32:42.680 --> 0:32:47.440
<v Speaker 1>specifically refers to the moment when someone clicks on an AD,

0:32:47.600 --> 0:32:50.760
<v Speaker 1>So this isn't just whether or not someone saw an ad.

0:32:51.000 --> 0:32:53.680
<v Speaker 1>It's not enough for it to just be an impression.

0:32:53.760 --> 0:32:56.440
<v Speaker 1>In other words, this is if a person saw the

0:32:56.520 --> 0:33:00.280
<v Speaker 1>ad and then acted by clicking through to see what

0:33:00.480 --> 0:33:04.400
<v Speaker 1>the ad links to. So Google ads in search results

0:33:04.480 --> 0:33:06.760
<v Speaker 1>typically fall into this category. If you ever do a

0:33:06.800 --> 0:33:09.280
<v Speaker 1>Google search and then you click on one of the

0:33:09.320 --> 0:33:12.000
<v Speaker 1>ad results, which are typically at the very top of

0:33:12.040 --> 0:33:15.680
<v Speaker 1>the list, that's likely counting towards a cost per click

0:33:15.920 --> 0:33:20.360
<v Speaker 1>revenue model. It doesn't affect you directly, it's just how

0:33:20.880 --> 0:33:25.360
<v Speaker 1>the money is changing hands at that advertiser platform level.

0:33:26.120 --> 0:33:29.040
<v Speaker 1>Then you have cost per lead or CPL. That's when

0:33:29.040 --> 0:33:32.440
<v Speaker 1>you're usually talking about scenario in which someone is explicitly

0:33:32.600 --> 0:33:36.480
<v Speaker 1>signing up for an offer. So if the ad leads

0:33:36.520 --> 0:33:39.600
<v Speaker 1>to someone signing up to get a newsletter or something

0:33:39.640 --> 0:33:42.880
<v Speaker 1>like that, that might be a cost per lead. And

0:33:42.960 --> 0:33:46.000
<v Speaker 1>like the previous examples, the advertiser will pay out a

0:33:46.000 --> 0:33:49.280
<v Speaker 1>certain amount of money for every user that actually follows

0:33:49.360 --> 0:33:52.760
<v Speaker 1>through and generates a lead. And yeah, leads in this

0:33:52.800 --> 0:33:57.160
<v Speaker 1>case essentially mean potential sales, as they typically represent someone

0:33:57.200 --> 0:34:00.720
<v Speaker 1>who is interested in a specific product or so of us.

0:34:00.760 --> 0:34:03.640
<v Speaker 1>And then finally you've got cost per mil a mill

0:34:03.680 --> 0:34:07.640
<v Speaker 1>a is the old Roman word for thousand, and this

0:34:07.720 --> 0:34:11.879
<v Speaker 1>is the impression model. So essentially CPM establishes a certain

0:34:11.920 --> 0:34:15.439
<v Speaker 1>amount of money that an advertiser will pay per one

0:34:15.560 --> 0:34:19.960
<v Speaker 1>thousand impressions or views. So if you've got a website

0:34:20.520 --> 0:34:24.919
<v Speaker 1>and your website displays ads that are all based on impressions,

0:34:25.280 --> 0:34:28.200
<v Speaker 1>the more people who come to visit your site, the

0:34:28.239 --> 0:34:31.880
<v Speaker 1>more money you'll make. Once you have those one thousand

0:34:32.120 --> 0:34:36.240
<v Speaker 1>impression blocks start to fill up. In addition, more popular

0:34:36.320 --> 0:34:40.439
<v Speaker 1>sites can actually require a higher CPM, so that means

0:34:40.440 --> 0:34:45.320
<v Speaker 1>that advertisers will actually pay more per one thousand impressions.

0:34:45.880 --> 0:34:49.239
<v Speaker 1>These agreements typically have a set time limit on them,

0:34:49.239 --> 0:34:52.440
<v Speaker 1>so for example, you might have an ad deal that

0:34:52.520 --> 0:34:54.840
<v Speaker 1>lasts for three months, and at the end of the

0:34:54.880 --> 0:34:58.480
<v Speaker 1>three months you get paid according to whatever your CPM

0:34:58.560 --> 0:35:02.600
<v Speaker 1>rate is and how any people actually viewed that ad

0:35:02.719 --> 0:35:07.040
<v Speaker 1>within the three month period. CPM approaches have led to

0:35:07.120 --> 0:35:10.120
<v Speaker 1>some of the types of web pages that I personally dislike,

0:35:10.640 --> 0:35:14.600
<v Speaker 1>such as the slide show approach for listicles, where every

0:35:14.680 --> 0:35:17.760
<v Speaker 1>item on a list is its own web page. That's

0:35:17.800 --> 0:35:21.480
<v Speaker 1>done because moving from one slide to another counts as

0:35:21.480 --> 0:35:25.640
<v Speaker 1>a page refresh, which means you get another impression. So

0:35:25.920 --> 0:35:29.920
<v Speaker 1>one way web pages boost impression counts is by using

0:35:30.000 --> 0:35:33.719
<v Speaker 1>stuff like slide shows, galleries, and quizzes in order to

0:35:33.760 --> 0:35:36.920
<v Speaker 1>get those page views to go up. Also, a website

0:35:36.960 --> 0:35:39.359
<v Speaker 1>that can show that it has a higher page view

0:35:39.480 --> 0:35:42.640
<v Speaker 1>rate can demand a higher CPM rate, so it all

0:35:42.719 --> 0:35:45.879
<v Speaker 1>kind of feeds back on itself. We've got a few

0:35:45.880 --> 0:35:48.000
<v Speaker 1>more seeds to go through, but I need to take

0:35:48.400 --> 0:35:59.399
<v Speaker 1>a really quick break. Okay, we're up to a big one.

0:35:59.560 --> 0:36:03.399
<v Speaker 1>See pu this one is a basic term that maybe

0:36:03.480 --> 0:36:06.280
<v Speaker 1>all of you know, but just in case, it stands

0:36:06.280 --> 0:36:10.719
<v Speaker 1>for central processing unit. This is the logic center for

0:36:10.800 --> 0:36:15.200
<v Speaker 1>a computational device. It's the chip that performs basic operations

0:36:15.200 --> 0:36:19.000
<v Speaker 1>on data to generate results. So you could have a

0:36:19.040 --> 0:36:23.600
<v Speaker 1>program that's sending instructions and data to the CPU. Those

0:36:23.600 --> 0:36:27.280
<v Speaker 1>instructions might be as simple as add these two numbers together,

0:36:27.680 --> 0:36:31.040
<v Speaker 1>and then the CPU executes those instructions on the data

0:36:31.360 --> 0:36:33.960
<v Speaker 1>and then sends the output to wherever it's supposed to

0:36:33.960 --> 0:36:38.920
<v Speaker 1>go based on those instructions. CPUs handled general instructions, and

0:36:38.960 --> 0:36:42.280
<v Speaker 1>so they have to be pretty good at pretty much everything,

0:36:42.640 --> 0:36:45.080
<v Speaker 1>or at least they have to be passable at everything.

0:36:45.160 --> 0:36:49.279
<v Speaker 1>For a general purpose computer, they typically have an arithmetic

0:36:49.480 --> 0:36:53.160
<v Speaker 1>logic unit or a LU in them, which, as the

0:36:53.239 --> 0:36:57.920
<v Speaker 1>name suggests, is in charge of executing arithmetic operations on data.

0:36:58.640 --> 0:37:01.719
<v Speaker 1>A LU chip can exist on their own. They don't

0:37:01.760 --> 0:37:04.120
<v Speaker 1>have to be full CPUs, and in fact, in some

0:37:04.680 --> 0:37:08.279
<v Speaker 1>more um basic electronics you might just have an a

0:37:08.440 --> 0:37:11.479
<v Speaker 1>l U. The CPU typically also has a control unit

0:37:11.560 --> 0:37:14.399
<v Speaker 1>that's in charge of coordinating things within the CPU, such

0:37:14.440 --> 0:37:18.280
<v Speaker 1>as fetching data from memory and then dictating the order

0:37:18.280 --> 0:37:21.600
<v Speaker 1>of operations that the CPU is supposed to follow. CPUs

0:37:21.640 --> 0:37:25.280
<v Speaker 1>operate at a specific rate of operations called the clock

0:37:25.360 --> 0:37:28.160
<v Speaker 1>rate or clock speed. You can think of this as

0:37:28.440 --> 0:37:32.920
<v Speaker 1>how many basic instructions the CPU is able to execute

0:37:33.000 --> 0:37:36.719
<v Speaker 1>in a second. We measure this in hurts or cycles

0:37:36.840 --> 0:37:40.200
<v Speaker 1>per second. So a CPU that operates on the mega

0:37:40.280 --> 0:37:44.120
<v Speaker 1>Hurts scale is executing basic instructions at a rate of

0:37:44.280 --> 0:37:47.360
<v Speaker 1>millions per second, though these days that would be slow.

0:37:47.560 --> 0:37:51.120
<v Speaker 1>Your basic CPUs today operate on the giga Hurts scale,

0:37:51.320 --> 0:37:56.040
<v Speaker 1>so we're talking billions of basic instructions every second. Some

0:37:56.200 --> 0:38:01.680
<v Speaker 1>operations require more than one step in instructions, and the

0:38:01.840 --> 0:38:06.239
<v Speaker 1>faster the clock rate, the faster the CPUs can execute instructions.

0:38:06.560 --> 0:38:11.000
<v Speaker 1>Generally speaking, the practice of overclocking refers to boosting a

0:38:11.080 --> 0:38:15.200
<v Speaker 1>CPUs clock rate beyond whatever the factory set limit for

0:38:15.239 --> 0:38:18.280
<v Speaker 1>that CPU happens to be. It's kind of like removing

0:38:18.280 --> 0:38:21.080
<v Speaker 1>any sort of limitation device from a car so that

0:38:21.080 --> 0:38:24.440
<v Speaker 1>it can actually go faster than it's rated top speed.

0:38:25.600 --> 0:38:30.560
<v Speaker 1>On another note, while early CPUs used a single core architecture,

0:38:31.000 --> 0:38:33.840
<v Speaker 1>it's pretty common these days for computers to have multi

0:38:33.920 --> 0:38:36.480
<v Speaker 1>core processors. You can sort of think of these as

0:38:37.480 --> 0:38:41.840
<v Speaker 1>slightly smaller CPUs that all work together. For certain types

0:38:41.840 --> 0:38:46.719
<v Speaker 1>of computational problems, the multi core approach greatly speeds up

0:38:46.719 --> 0:38:51.080
<v Speaker 1>processing by breaking those problems up into different components. This

0:38:51.200 --> 0:38:55.680
<v Speaker 1>doesn't work for every computational problem, however, and so a

0:38:55.760 --> 0:39:00.120
<v Speaker 1>multi core processor may sometimes not match a single or

0:39:00.239 --> 0:39:04.400
<v Speaker 1>processor of a similar clock rate for a specific subset

0:39:04.400 --> 0:39:07.520
<v Speaker 1>of computational problems. Getting into all of that would require

0:39:07.760 --> 0:39:10.359
<v Speaker 1>a full episode of itself, so we'll leave it for now.

0:39:10.680 --> 0:39:13.120
<v Speaker 1>Just know that most CPUs out there these days are

0:39:13.239 --> 0:39:17.440
<v Speaker 1>multi core processors, and for the vast majority of types

0:39:17.760 --> 0:39:22.560
<v Speaker 1>of software that we typical users run, that's fine. It's

0:39:22.600 --> 0:39:26.879
<v Speaker 1>perfectly cromulent, as the Simpsons would say. Next, we have

0:39:27.120 --> 0:39:31.680
<v Speaker 1>c R T. So in the context of technology, I'm

0:39:31.719 --> 0:39:35.680
<v Speaker 1>talking about cathode ray tubes. This refers to the old

0:39:35.800 --> 0:39:39.360
<v Speaker 1>style of computer monitors and displays and even television sets.

0:39:39.800 --> 0:39:43.680
<v Speaker 1>These devices are big, bulky displays. They aren't just wide

0:39:43.680 --> 0:39:47.440
<v Speaker 1>and tall like flat panel displays. They have depth, so

0:39:47.480 --> 0:39:53.160
<v Speaker 1>in our flat screen world they look really clumsy and bulky.

0:39:53.239 --> 0:39:56.719
<v Speaker 1>They're also incredibly heavy. Oh and they also have very

0:39:56.760 --> 0:40:00.360
<v Speaker 1>powerful capacitors inside them that can hold on to a

0:40:00.440 --> 0:40:04.719
<v Speaker 1>latent electric charge that makes them potentially very dangerous if

0:40:04.719 --> 0:40:07.960
<v Speaker 1>you were to ever break one, So don't do that

0:40:08.239 --> 0:40:12.160
<v Speaker 1>because you could get electrocuted or at least suffer a

0:40:12.320 --> 0:40:17.400
<v Speaker 1>really serious shock. Anyway, the cathode ray tube refers to

0:40:17.440 --> 0:40:21.320
<v Speaker 1>a component inside these displays that is in many ways

0:40:21.520 --> 0:40:24.960
<v Speaker 1>similar to a light bulb. So you've got a tube

0:40:25.040 --> 0:40:27.960
<v Speaker 1>inside of which is a filament that is suspended in

0:40:28.120 --> 0:40:32.399
<v Speaker 1>a vacuum. So inside the tube is a vacuum, electricity

0:40:32.440 --> 0:40:35.040
<v Speaker 1>can flow through the filament, which then causes the filament

0:40:35.080 --> 0:40:38.279
<v Speaker 1>to start to give off electrons. Frequently, we call this

0:40:38.360 --> 0:40:41.319
<v Speaker 1>an electron gun because of how it gives off and

0:40:41.360 --> 0:40:46.120
<v Speaker 1>then directs electrons to hit the backside of a fluorescent screen.

0:40:46.560 --> 0:40:50.680
<v Speaker 1>The impact of the electrons on those fluorescent components causes

0:40:50.719 --> 0:40:55.200
<v Speaker 1>those components to you know, fluoresce or glow, and on

0:40:55.239 --> 0:40:58.439
<v Speaker 1>the flip side, we see those as pixels of light

0:40:58.560 --> 0:41:02.040
<v Speaker 1>on these types of display. So these electron guns are

0:41:02.080 --> 0:41:07.720
<v Speaker 1>consistently scanning across the backs of these screens and generating

0:41:07.760 --> 0:41:10.680
<v Speaker 1>the images that we see, whether it's television or computer

0:41:10.719 --> 0:41:14.080
<v Speaker 1>monitor or display or whatever. These days, c r T

0:41:14.360 --> 0:41:16.839
<v Speaker 1>s are a rarity. You still find them with some

0:41:17.000 --> 0:41:20.520
<v Speaker 1>legacy systems, and folks who have old working televisions may

0:41:20.600 --> 0:41:23.800
<v Speaker 1>still be using them, though with some pretty big limitations,

0:41:23.840 --> 0:41:26.200
<v Speaker 1>but for the most part they have been replaced by

0:41:26.200 --> 0:41:29.880
<v Speaker 1>other types of tech. Next, we have c s S

0:41:30.160 --> 0:41:35.160
<v Speaker 1>that's cascading style sheets. This is a style sheet language,

0:41:35.320 --> 0:41:38.960
<v Speaker 1>and that doesn't really help very much for most of us,

0:41:39.000 --> 0:41:41.840
<v Speaker 1>I think, But for the web it means that you

0:41:41.880 --> 0:41:46.800
<v Speaker 1>can use CSS to create the formatting style for information

0:41:46.840 --> 0:41:49.719
<v Speaker 1>that will be displayed on the web, and you can

0:41:49.760 --> 0:41:54.080
<v Speaker 1>separate the format that is the way that things are

0:41:54.520 --> 0:41:57.919
<v Speaker 1>displayed within a browser, and you can separate that from

0:41:58.000 --> 0:42:01.799
<v Speaker 1>the content, as in the actual stuff that's being displayed.

0:42:01.960 --> 0:42:03.640
<v Speaker 1>So in the old days, if you wanted to create

0:42:03.680 --> 0:42:06.759
<v Speaker 1>a web page, you had to code everything in. You

0:42:06.800 --> 0:42:09.800
<v Speaker 1>had to set whatever the background color of the page

0:42:09.840 --> 0:42:12.560
<v Speaker 1>was going to be, the text color of the font

0:42:13.000 --> 0:42:18.600
<v Speaker 1>of the table, formats, font styles and size, layout styles

0:42:18.600 --> 0:42:21.319
<v Speaker 1>and more, and it was a lot of work. CSS

0:42:21.440 --> 0:42:23.920
<v Speaker 1>allows developers to create what is sort of like a

0:42:24.080 --> 0:42:29.960
<v Speaker 1>format template. Any content that uses that CSS format will

0:42:30.120 --> 0:42:32.319
<v Speaker 1>end up fitting that template once you publish it to

0:42:32.320 --> 0:42:35.640
<v Speaker 1>the web, and you could port that content to a

0:42:35.719 --> 0:42:39.520
<v Speaker 1>different CSS sheet and it would end up looking totally different.

0:42:40.280 --> 0:42:43.239
<v Speaker 1>The word cascading here is used to describe a sort

0:42:43.280 --> 0:42:46.120
<v Speaker 1>of order of operations. UH. You can think of it

0:42:46.160 --> 0:42:50.040
<v Speaker 1>as an if then kind of approach, such as, if

0:42:50.360 --> 0:42:53.680
<v Speaker 1>this web page is being viewed on a mobile device,

0:42:54.200 --> 0:42:59.520
<v Speaker 1>then use this specific layout scheme. However, if the content

0:42:59.680 --> 0:43:02.360
<v Speaker 1>is being viewed through a web browser on say a

0:43:02.400 --> 0:43:07.439
<v Speaker 1>desktop computer, then use this other layout scheme that's optimized

0:43:07.520 --> 0:43:11.440
<v Speaker 1>for that. Since different rules might apply depending upon the

0:43:11.520 --> 0:43:18.280
<v Speaker 1>specific circumstances, the operations cascade and priority based on those circumstances.

0:43:18.280 --> 0:43:21.120
<v Speaker 1>So it's really about removing a lot of the work

0:43:21.239 --> 0:43:22.920
<v Speaker 1>that you would have to do if you were to

0:43:22.960 --> 0:43:26.239
<v Speaker 1>do all of this by hand. CSS, by the way,

0:43:26.320 --> 0:43:29.520
<v Speaker 1>is one of the foundational elements of the World Wide Web,

0:43:29.719 --> 0:43:32.239
<v Speaker 1>and we'll talk about another one in a future episode.

0:43:32.400 --> 0:43:35.680
<v Speaker 1>And spoiler alert that one is HTML. But we've got

0:43:35.680 --> 0:43:37.160
<v Speaker 1>a long way to go. We've got a lot more

0:43:37.239 --> 0:43:39.920
<v Speaker 1>letters in the alphabet before we get to H. Next,

0:43:39.960 --> 0:43:43.160
<v Speaker 1>we have DOLL and this isn't just what I say

0:43:43.160 --> 0:43:45.640
<v Speaker 1>when I see a cute puppy dog, however, it's also

0:43:46.120 --> 0:43:49.880
<v Speaker 1>that I also do say that no. DAW stands for

0:43:50.200 --> 0:43:54.680
<v Speaker 1>digital audio workstation. So this is what audio editors and

0:43:54.760 --> 0:43:58.319
<v Speaker 1>engineers used to work on digital audio files. A doll

0:43:58.480 --> 0:44:01.839
<v Speaker 1>can be a selection of physical equipment, so it can

0:44:01.880 --> 0:44:04.520
<v Speaker 1>be like a big bank of controls, complete with lots

0:44:04.520 --> 0:44:08.200
<v Speaker 1>of you know, knobs and buttons and sliders. Or it

0:44:08.239 --> 0:44:11.080
<v Speaker 1>can consist of software in which all of those physical

0:44:11.120 --> 0:44:14.600
<v Speaker 1>controls are essentially virtualized. Or it could be a combination

0:44:14.640 --> 0:44:19.439
<v Speaker 1>of the two. Podcasters use DAWs to record and edit

0:44:19.480 --> 0:44:22.960
<v Speaker 1>their content. Most DAWs have tons of options to let

0:44:22.960 --> 0:44:26.719
<v Speaker 1>you manipulate audio files in various ways. It might mean

0:44:27.120 --> 0:44:31.200
<v Speaker 1>adding reverb to a selection, or it might mean changing

0:44:31.320 --> 0:44:36.120
<v Speaker 1>the pit of the audio or the speed of the

0:44:36.160 --> 0:44:39.400
<v Speaker 1>audio playback. And those are just tiny examples and some

0:44:39.480 --> 0:44:42.480
<v Speaker 1>of the more overt features you'll find with DAWs. There's

0:44:42.520 --> 0:44:45.759
<v Speaker 1>some that are incredibly subtle, and you might not even

0:44:45.800 --> 0:44:47.680
<v Speaker 1>pick up on them, but you know, producers who have

0:44:47.719 --> 0:44:51.000
<v Speaker 1>been working in the field for years will immediately recognize them.

0:44:51.040 --> 0:44:54.719
<v Speaker 1>The one DAW that most of our producers tend to use,

0:44:54.800 --> 0:44:57.160
<v Speaker 1>not all of them, but most of them, is called

0:44:57.280 --> 0:45:01.520
<v Speaker 1>Audition from Adobe. Some produce there's wouldn't even call Audition

0:45:01.600 --> 0:45:05.920
<v Speaker 1>a dawn simply because it lacks support that, say, musicians

0:45:05.920 --> 0:45:09.920
<v Speaker 1>would rely upon, such as native support for MIDI integrations

0:45:10.480 --> 0:45:14.080
<v Speaker 1>MIDI or m I d I is another initialism that

0:45:14.120 --> 0:45:17.680
<v Speaker 1>we will cover in a future episode. Next, we have

0:45:18.200 --> 0:45:22.719
<v Speaker 1>d l C. This stands for downloadable content, and typically

0:45:22.760 --> 0:45:26.960
<v Speaker 1>this refers to additional content that embellishes an existing piece

0:45:26.960 --> 0:45:31.720
<v Speaker 1>of software, most notably in video games, but not exclusively.

0:45:32.320 --> 0:45:35.240
<v Speaker 1>DLC is a way for publishers to create and sell

0:45:35.400 --> 0:45:39.480
<v Speaker 1>expansions to existing pieces of software. But it doesn't require

0:45:39.520 --> 0:45:42.680
<v Speaker 1>developers to go in and create an all new version

0:45:42.920 --> 0:45:46.160
<v Speaker 1>of the stuff, right. They can rely heavily on existing

0:45:46.239 --> 0:45:49.960
<v Speaker 1>assets to build out these additional features. So in the

0:45:50.080 --> 0:45:54.200
<v Speaker 1>video game world, you'll frequently see DLC used to flesh

0:45:54.280 --> 0:45:59.000
<v Speaker 1>out fictional world or create new storylines or levels or

0:45:59.080 --> 0:46:02.280
<v Speaker 1>missions for the play here to follow. But sometimes DLC

0:46:02.400 --> 0:46:06.600
<v Speaker 1>might include purely cosmetic changes, or they'll include content that's

0:46:06.880 --> 0:46:10.520
<v Speaker 1>you know, tangential to the game play. It doesn't actually

0:46:10.560 --> 0:46:14.080
<v Speaker 1>represent more gameplay, but just kind of augments what's already

0:46:14.080 --> 0:46:17.560
<v Speaker 1>been there. Just like games in general, DLC can be

0:46:17.600 --> 0:46:20.400
<v Speaker 1>done really well or it can be done poorly. For

0:46:20.560 --> 0:46:23.799
<v Speaker 1>most gamers, I would say good, DLC is typically seen

0:46:23.840 --> 0:46:27.520
<v Speaker 1>as something that's priced appropriately. Typically you're talking about something

0:46:27.520 --> 0:46:31.160
<v Speaker 1>that's priced below the price for a full game and

0:46:31.520 --> 0:46:34.399
<v Speaker 1>provides a satisfying experience on top of whatever the main

0:46:34.480 --> 0:46:38.040
<v Speaker 1>game is. Bad, DLC might be viewed as being too

0:46:38.080 --> 0:46:42.600
<v Speaker 1>expensive or just containing superfluous content that doesn't really add anything.

0:46:43.360 --> 0:46:47.080
<v Speaker 1>DLC can extend the life cycle of a game title.

0:46:47.320 --> 0:46:51.360
<v Speaker 1>Some games can remain relevant years after their initial release

0:46:51.360 --> 0:46:55.440
<v Speaker 1>because of DLC, and some games, like the hit Man games,

0:46:55.480 --> 0:46:59.160
<v Speaker 1>the most recent ones, for example, can create entire revenue

0:46:59.200 --> 0:47:04.040
<v Speaker 1>models based around DLC that just consistently adds new content

0:47:04.320 --> 0:47:07.640
<v Speaker 1>to an older game. Well, I think that's a good

0:47:07.680 --> 0:47:10.080
<v Speaker 1>place for us to leave off. We've got a lot

0:47:10.160 --> 0:47:12.919
<v Speaker 1>more to cover. Obviously, we're just now INDs and we've

0:47:12.920 --> 0:47:16.680
<v Speaker 1>still got a few DS to go. Beyond that, we

0:47:16.719 --> 0:47:19.319
<v Speaker 1>have the rest of the alphabet. But I think that

0:47:19.400 --> 0:47:22.680
<v Speaker 1>this is a really useful approach to kind of understanding

0:47:23.239 --> 0:47:27.000
<v Speaker 1>some terms that you're gonna encounter as you navigate the

0:47:27.000 --> 0:47:29.600
<v Speaker 1>world of tech, and not all of them are intuitive,

0:47:30.000 --> 0:47:32.560
<v Speaker 1>and a lot of them can actually lead to people

0:47:32.680 --> 0:47:37.000
<v Speaker 1>thinking that the initials stand for totally different stuff, and

0:47:37.040 --> 0:47:38.920
<v Speaker 1>it can be very confusing. So I find that this

0:47:39.000 --> 0:47:42.319
<v Speaker 1>sort of approach is good to build an understanding and

0:47:42.320 --> 0:47:47.160
<v Speaker 1>a contextualization around tech, and I always find that to

0:47:47.239 --> 0:47:52.440
<v Speaker 1>be particularly useful. So we will continue this in Wednesday's

0:47:52.480 --> 0:47:56.960
<v Speaker 1>episode and probably beyond that, because unless I just get

0:47:57.040 --> 0:48:02.080
<v Speaker 1>extremely efficient with descriptions, will have a lot more to

0:48:02.120 --> 0:48:05.120
<v Speaker 1>go beyond that. But I think that this is a

0:48:05.160 --> 0:48:09.040
<v Speaker 1>really useful path to go down. If you have suggestions

0:48:09.080 --> 0:48:11.960
<v Speaker 1>for topics I should cover in future episodes of tech Stuff,

0:48:11.960 --> 0:48:15.080
<v Speaker 1>whether it's elaboration on any of these terms or something

0:48:15.600 --> 0:48:18.120
<v Speaker 1>just interesting in the tech world, reach out to me.

0:48:18.360 --> 0:48:20.440
<v Speaker 1>The best place to do that is on Twitter. The

0:48:20.480 --> 0:48:23.920
<v Speaker 1>handle we use is tech stuff h s W and

0:48:23.920 --> 0:48:33.080
<v Speaker 1>I'll talk to you again really soon. Tech Stuff is

0:48:33.080 --> 0:48:36.200
<v Speaker 1>an I Heart Radio production. For more podcasts from my

0:48:36.360 --> 0:48:39.960
<v Speaker 1>Heart Radio, visit the i Heart Radio app, Apple Podcasts,

0:48:40.080 --> 0:48:42.040
<v Speaker 1>or wherever you listen to your favorite shows.